Are there existing FOSS component-based frameworks?
What open source game engines with component-based design of game objects do you know? And which best of them? I mean best not in Graphics or Physics, but best in context of Behaviour, Messaging, etc.
This question is the result of inspiration by another question
GameSubsystems) can implement registerComponent(Component*). pro. Components and GameSubystems know nothing about each other. con. In C++ it would look like ugly and slow typeid-switch. Questions: Which approach is better and mostly used in component-based design? What Practice says? Any suggestions about implementation of Approach 4? Thank you. ...I'm creating a component-based game object system. Some tips: GameObject is simply a list of Components. There are GameSubsystems. For example, rendering, physics etc. Each GameSubsystem contains
After spending time today to jot down some notes regarding the implementation of walls into my tile-based game, I've suddenly realized it's not going to be as simple as I imagined before. While the current stage of my work is not even close to actually making the wall-related code, I've come up with three different ways to do it. Right now I'm unsure which one of my ideas will work best..." in an single-dimension std::vector (or similar) based container. The reasons for that are (awesomely) explained in answers to a different question. Container classes in tile-based games. Back to walls
for making a game. What are the basic game logics i need to start with? - Should i write Tic-Tac-Toe game? - Actually this seem very basic to me. I'm totally confused on where to start with.I like to create big games but after starting i feel the game is too heavy to handle. Can any one list out the basic needs of a Game Play programmer? I don't mind using any platform (Flash,c++,objective-c) but i need to know what are the game logic's i need to know before i start a big game.
Possible Duplicate: When to roll your own game engine? I've been interested in writting games for a while, and now that I have acquired a bit of experience in programming, I feel like I could step up to making a little more complicated things. I've had some fun with SFML but since now I only had the basic classes I needed for my game objects, and a big run() method of my Game object to "run them all". I've only written gameplay tests so far, but I feel like a complete game in the same style of programming would be a gigantic headhache source. I am now facing a problem/question
Since building a game is not about 2D anymore, I just want to build a list of the (not necessarily best, but good enough) open source software available to make games. I prefer to put emphasis on libraries that insist on specializing on one part of what makes a game (like Ogre does for graphics, and OpenSteer does for steering), rather than engines/libraries that try to feature a lot of different features. 3D Graphics: OGRE3D http://www.ogre3d.org/ Irrlicht http://irrlicht.sourceforge.net/ Sound: IrrKlang http://www.ambiera.com/irrklang/ Found this: http://wiki.gamedev.net
use. So far I gathered three possible Frameworks, I want to list here: XNA with the OX-engine: I already have some experience with XNA and the Ox-engine seems to be the best possible open source... to be user friendly and lets face it one of the most powerful engines out there. My goals are to start learning 3D-programming and to realize first 3D projects by taking baby steps. So the question is what engine would you guys recommend? Is there any other stuff I have overseen? as mentioned before getting a little more into C++ would be great to but it is not a "must have" as I alredy worked
or ideas. finally I was wondering if it was possible to... use the source code of an existing 3D engine such as Bullet and transform it to be 2D based? use the source code of a 2D Rigid body physics...hey so I've decided to Code my own 2D soft-body physics engine in C++ since apparently none exist and I'm starting only with a general idea/understanding on how physics work and could be simulated: by giving points and connections between points properties such as elasticity, density, mass, shape retention, friction, stickiness, etc. What I want is a starting point: resources and helpful
Possible Duplicate: Cross-Platform Audio API Suggestions I have gone down this road a few times, and always decided to put it off. I am finally to the point I need to choose an Audio library and stick with it. I switched physics engines 3 times which caused quite a bit of wasted time, so I would like to be set when I pick an Audio lib. I will be falling into the "indie" section as far as licensing goes. Here is what I have so far.. FMOD - Quality Middleware, success has gone to their heads and it seems they did away with the indie license recently. Price range seems to go from
Possible Duplicate: What C++ GUI library can you suggest? I am creating a simple 2 dimensional GUI for an RPG game. It will be pretty simple and will contain a few windows a chat box. Does anyone have any suggestions for UI code to use?